Hey there.. the default NPC jitter can be fixed with this :

line 1920 of c_baseentity
if (!IsSelfAnimating()) to if(IsSelfAnimating())

Although I think you can remove it entirely as this ended up having
adverse effects when trying to actually do self animating entities
(like properly predicting players), perhaps you could do

if((isNPC() && IsSelfAnimating()) || !IsSelfAnimating())

Let me know if that has any effect on your problem



On Dec 3, 2007 2:15 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
> That did not help much. Now the pose parameters appear to be stuck at a
> single value and unchanged. I assume because there is no npc animation code
> on the client. The only C_AI_BaseNPC is a few minor things.
>
> Chris
> ----- Original Message -----
> From: "Andrew Watkins" <[EMAIL PROTECTED]>
> To: <[email protected]>
>
> Sent: Monday, December 03, 2007 6:19 AM
> Subject: [hlcoders] Re: NPC Animation Latency...
>
>
> >I have run into this problem too - and don't have a proper solution.
> > I have discovered, however, that if you set net_fakelag to anything about
> > ~25ms, the jittering disappears. This is probably in line with what you
> > would expect with a listenserver-only problem.
> > Until I find a proper solution, I have simply added
> > UseClientSideAnimation()
> > into the AI_BaseNPC constructor - this also stops jittering, but it does
> > affect all animations, causing them to be "less exaggerated"
> >
> >> From: "Christopher Harris" <[EMAIL PROTECTED]>
> >> To: <[email protected]>
> >> Date: Mon, 3 Dec 2007 02:09:04 -0500
> >> Subject: [hlcoders] NPC Animation Latency...
> >> Reply-To: [email protected]
> >>
> >> I have developed npcs deriving off the PlayerCompanion class and I am
> >> havin=
> >> g some issues. The first thing I tried was disabling any possible
> >> predictio=
> >> n issues or anything related to that, but it did not solve anything. ie
> >> CDi=
> >> sablePrediction Filtering.
> >>
> >> What is occuring is NPC animations are jittery and sometimes will enter
> >> jes=
> >> us pose breifly. As well sometimes odd animation issues occur where the
> >> fee=
> >> t are using wrong pose parameters to actual movement. Like the npc is
> >> walki=
> >> ng nw direction facing north and the feet look like they are strafing
> >> towar=
> >> d the east .
> >>
> >> The issue also only occurs in Listen Servers. In dedicated servers the
> >> anim=
> >> ations all work fantastically.
> >>
> >> Any help is appreciated.
> >> --
> >>
> >>
> >>
> >
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> >
>
>
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